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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - KDR_11k

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16
When you pick a place inside the system it's pretty clear, the one closest to the target but when you're selecting the star from the sector map (e.g. because you haven't explored the system yet) I have no idea how it decides on one, doesn't seem to be either the closest to the star or the closest to your fleet. Is there real logic there or just "pick the first from an unordered list"?

17
It's rare but the sudden declaration of war from your commissioned faction could leave you in the middle of a bunch of previously friendly fleets suddenly turning hostile, it'd be good if your faction gave you a heads up (maybe a few days or so) before declaring war so you can make sure you're not caught out of position when things kick off.

18
Probably more for a crazy ship in a mod or something: Generates a temporary pocket dimension for flux storage. Removes the ship's flux storage limit while active but when the activation timer (should probably be tens of seconds) runs out the pocket dimension collapses and everts all the stored flux into the ship's systems. If this exceeds the ship's capacity it immediately overloads and stays overloaded until its normal dissipation manages to purge all that surplus flux, even if it takes minutes. So the pilot should vent before that timer expires. Probably should penalize mobility on high overloads too, many ships are still decent at running away while overloaded and that just. won't. do. Add further downsides as necessary, perhaps even EMP lightning arcing to nearby allies once the overload is on.

Basically go berserk for a while, with guns blazing and limitless shields but get really punished if you don't manage to kill everything before the timer is up.

19
Suggestions / Commissioned factions should offer you some blueprints
« on: July 07, 2021, 07:02:56 AM »
It feels a bit silly that you have easier access to the blueprints of hostile factions via raiding than your own faction. Maybe have your faction offer you their basic blueprint package after proving yourself somewhat? Doesn't have to be all the fancy stuff that you'd need a high rank to buy on the military market but a starter pack would be nice. Even if we consider that the player should theoretically buy ships from the military market that won't help for player faction patrol fleets and such.

20
I tried installing Starsector on my GPD Win 3, that's a laptop shaped roughly like a Switch. The problem is that its screen reports only 1280x720 and 1280x600 as available resolutions, Starsector complains that it can't find 1024x768 and thus won't start. Is there any way to make that work?

Looking at the resolution list on my desktop it seems that the game won't accept any vertical resolution below 768?

21
I have way too many ISS-something ships in my fleet despite having my own faction prefix.

22
Currently the behavior for allies to a station in a battle is to wait behind the station, somewhat preventing the enemy from surrounding it but mostly just waiting for the station to die before joining the battle (or more likely retreating) with only a few ships occasionally flying out towards the fight. I think they should at least position themselves to the side of the station, narrowing the enemy attack arc and getting more opportunities to shoot. Going in front may be counterproductive since it would block the station's lines of fire but the sides or slightly ahead of the sides should work?

What's the reasoning behind the current positioning?

23
General Discussion / Your second in command seems absurdly good
« on: May 28, 2021, 12:41:53 AM »
It feels like the second in command gets results you could never get in an actual engagement, send a tempest and a scarab after a whole fleet and only a few token ships will make it out alive. Send an Astral after an escaping force of destroyers and frigates, again most of them dead when playing it out would just see the Astral slowly limping after them, doing nothing. Now I understand that losing ships would be frustrating so sending an underpowered force in pursuit shouldn't lose you those ships but it does feel odd that the second in command is so effective at wiping out what would otherwise be pretty evasive ships or enough firepower to simply destroy your pursuit force. Guess it's necessary to let the player clean up pirate raiders without endless ineffective pursuits?

24
The after battle recovery option should be green like other story point options if there are only difficult recoveries available (unless of course it would be yellow to indicate recovery of your own lost ships) to save us the click when we don't plan on using story points.

25
Suggestions / Paying the tithe should improve your reputation
« on: May 15, 2021, 02:41:59 PM »
I know pathers asking for a tithe is a shakedown but it feels like someone paying that regularly should look enough like a devout believer that they should be considered less of an enemy. I mean, it shows a lot of friendliness to not just open fire on the pathers without even listening to their spiel...

26
Suggestions / Make Cryosleeper increase the maximum colony size?
« on: May 13, 2021, 07:33:35 AM »
With the size 6 cap the cryosleepers just don't seem as valuable in 0.95 as they were before. Sizes above 6-7 are really hard to reach without a cryosleeper but when you cap out at size 6 the need is quite limited and the colony's growth phase relatively short. Given that you'll have at least a somewhat significant force already to kill the boss guarding the sleeper it's likely that you have a relatively large colony already by the time you can access the sleeper. It makes for a nice bonus if you happen to find a sleeper covering places you'd want to colonize anyway but it's no longer the case that you want to grab a colony just because a sleeper is available.

So allowing a colony with sleeper access to grow to size 7 would be a nice reward for settling near one of them.

27
When a fleet catches you in their territory, even if you're mortal enemies, they give you the whole "turn your transponder on" spiel with rep loss for being found and then for refusing to enable the transponder and THEN you get the option to open fire at them. Seems kinda odd to get dinged for two transponder related things before you then proceed to murder the entire patrol force (which of course dings you again). Can't we just respond to that query by immediately proceeding into combat?

28
Getting marines from the Military tab requires quite a bit of rank, not just a basic commission, even though you can just buy an equal amount on the open market and unless you've really antagonized the whole sector you can just visit a few different places to buy some open market marines. So maybe have Military marines start out with some experience? Not much but to give that "unlock" some value.

29
General Discussion / Is Light Industry only really for Free Ports?
« on: April 23, 2021, 05:24:44 AM »
Light Industry produces pretty low value exports unless you flip on the free port mode and it starts making drugs which then make you a LOT of money. The markets for domestic and luxury goods are pretty small, even with the upgrade item you're not getting a lot of money from them. Is there a significant value to a legal light industry operation or should you only ever build it on free ports?

30
Does anyone intentionally use the ability to go over the limits for cargo, fuel or crew at a cost of 0.1 supplies per day per item? I only ever use that on accident, when I don't notice that I'm slightly over the limit (as the red part of the bar is barely visible then). It's just so extremely expensive that it doesn't seem ever worth it. My current fleet has 5.2 thousand points of cargo space and costs 4.2 supplies per day, going 10% over my limit would cost 52 supplies per day, more than 12 times my fleet's maintenance.

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